Fire me a link with the files and I'll take a look but I know nothing of SH4 assembly but I can at least run it through Ghidra to see if it can disassemble it and dish out something meaningful to someone.Roareye wrote:I'll be honest, I've absolutely peaked my technical knowledge getting to this point. I don't know of Ghidra, how to run an SH4 disassembler, and I'm largely blind looking in the hex editor. My knowledge base is in film and cinematography, not coding.fraggle200 wrote:have you tried running any of the bin files through Ghidra? They've put a SH4 disassembler in there with the most recent version. I've had mixed results when poking about files with it but it could make life a little easier in being able to track down whats happening as the assembly code should be there to see instead of trying to work out what's happening through a hex editor.
If you are willing, I can send you the files. Would you be open to looking?
Dream Library Hacking
- fraggle200
- Roadster
- Posts: 359
Re: Dream Library Hacking
- ateam
- Metallic
- Posts: 816
Re: Dream Library Hacking
I've done some assembly hacking on a few Dreamcast games to remove the "valid ISP settings" checks, as well as some assembly hacking of Dream Passport 3 to remove the screensaver. I might be interested in looking at this one day in the future, but would like to understand something. Is the end goal here to modify Dream Library to pull its online game list from a custom URL (i.e., a community-hosted server containing a complete ROMset)?
If so, it's important to note that you'd need to understand exactly how the old servers sent game list data back to Dream Library. This means format of the list payload, and also the structure with which individual game ROMs are stored. In theory the disassembled executable can be used to figure that out, but would be very painful. Essentially you'd be first locating and then sifting through the assembly that assesses the response from the old server so that you can build your new server software to behave the same.
This, of course, would be far easier if the old server were still online and traffic between it and Dream Library could be sniffed and analyzed. Not a luxury you have, though!
If so, it's important to note that you'd need to understand exactly how the old servers sent game list data back to Dream Library. This means format of the list payload, and also the structure with which individual game ROMs are stored. In theory the disassembled executable can be used to figure that out, but would be very painful. Essentially you'd be first locating and then sifting through the assembly that assesses the response from the old server so that you can build your new server software to behave the same.
This, of course, would be far easier if the old server were still online and traffic between it and Dream Library could be sniffed and analyzed. Not a luxury you have, though!
Find me on...
• DreamcastForever.com
• GitHub
• Reddit
• SegaXtreme
• Twitter
• YouTube
• Discord: derek.ateam
• DreamcastForever.com
• GitHub
• SegaXtreme
• YouTube
• Discord: derek.ateam
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- Super Sonic
- Posts: 1512
Re: Dream Library Hacking
The pc engine emulator running offline with roms on the same disk would be awesome.ateam wrote:I've done some assembly hacking on a few Dreamcast games to remove the "valid ISP settings" checks, as well as some assembly hacking of Dream Passport 3 to remove the screensaver. I might be interested in looking at this one day in the future, but would like to understand something. Is the end goal here to modify Dream Library to pull its online game list from a custom URL (i.e., a community-hosted server containing a complete ROMset)?
If so, it's important to note that you'd need to understand exactly how the old servers sent game list data back to Dream Library. This means format of the list payload, and also the structure with which individual game ROMs are stored. In theory the disassembled executable can be used to figure that out, but would be very painful. Essentially you'd be first locating and then sifting through the assembly that assesses the response from the old server so that you can build your new server software to behave the same.
This, of course, would be far easier if the old server were still online and traffic between it and Dream Library could be sniffed and analyzed. Not a luxury you have, though!
https://www.dreamcast-talk.com/forum/vi ... =2&t=16210
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- Quad Damage
- Posts: 198
- Dreamcast Games you play Online: PSO
Re: Dream Library Hacking
Looking through the mega drive emulator's binary, I see some reference to a config or save file of some sorts: MD_EMU00.CFG, MD_EMU00.%03d. The emulator doesn't seem to save anything to the vmu though, have we found anything about this before?
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- Super Sonic
- Posts: 1512
Re: Dream Library Hacking
https://dcemulation.org/phpBB/viewtopic ... 3#p1052213colgate wrote:Looking through the mega drive emulator's binary, I see some reference to a config or save file of some sorts: MD_EMU00.CFG, MD_EMU00.%03d. The emulator doesn't seem to save anything to the vmu though, have we found anything about this before?
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- Quad Damage
- Posts: 198
- Dreamcast Games you play Online: PSO
Re: Dream Library Hacking
Well back to the drawing board, thanks for posting it.SMiTH wrote:https://dcemulation.org/phpBB/viewtopic ... 3#p1052213colgate wrote:Looking through the mega drive emulator's binary, I see some reference to a config or save file of some sorts: MD_EMU00.CFG, MD_EMU00.%03d. The emulator doesn't seem to save anything to the vmu though, have we found anything about this before?
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